#5925 closed defect (fixed)
Attack notification sound is broken
Reported by: | OptimusShepard | Owned by: | Freagarach |
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Priority: | Release Blocker | Milestone: | Alpha 24 |
Component: | Simulation | Keywords: | |
Cc: | Patch: | Phab:D3408 |
Description
When I get a attack notification, there is no sound notification anymore.
Change History (8)
comment:1 by , 3 years ago
Summary: | Attack notification sound is brocken → Attack notification sound is broken |
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comment:2 by , 3 years ago
comment:3 by , 3 years ago
Might have been revealed by https://code.wildfiregames.com/rP24500
g_AttackEffects.GetSound(type) might need to handle the gaia case too (Currently in attackdetection.js)
We don't care about types, we want at least to know whether it was player attack, or a gaia one. Capture might not even be necessary as it might be confusing (currently I think it uses the same sound)
comment:4 by , 3 years ago
Okay, so problem is that r23989 introduced a sound based on what/who attacked you, with differentiation between capture and rest. However, the code was written such that it made (me) think that the it differentiated between attack effects, although it differentiates between attack types (attack effects: damage, capture status effects; attack types: melee, capture, ranged). The double naming of capture is annoying here.
r24500 removed the default sound in favour of always specifying. But since the code did not do as expected, sounds are broken now.
IMHO, the sounds as stands now should not be retreived from g_AttackEffects, since those handle the attack effects and one attack can have multiple attack effects. Therefore we should go back to an earlier version of Phab:D2859?id=12536.
comment:5 by , 3 years ago
Owner: | set to |
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Priority: | Must Have → Release Blocker |
comment:6 by , 3 years ago
Patch: | → Phab:D3408 |
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comment:7 by , 3 years ago
Resolution: | → fixed |
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Status: | new → closed |
In r24694: Fix sound not played when being attacked by non-capture attacks.
Wrong assumptions on reviewing r23989 and r24500 made it such that non-capture attacks did not play a being-attacked sound anymore. We only want a different sound when being captured.
Differential revision: D3408
Tested by: @Stan
Fixes: #5925
comment:8 by , 3 years ago
Component: | Music & Sound FX → Simulation |
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also broken in r24564